Catalyst Gaming
General => Creations => Mapping => Topic started by: .:KFrohman:. on November 10, 2011, 02:56:36 PM
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City 45 is giving me issues. Whenever a 3D skybox is present, somewhere, somehow, the lighting gets fucked in certain places to varying degrees, however it's almost always sunlight doing this.
Examples:
http://cloud.steampowered.com/ugc/614967448829272106/5B360B7664A0E68FED859B4B17A54AC60AA48445/ (http://cloud.steampowered.com/ugc/614967448829272106/5B360B7664A0E68FED859B4B17A54AC60AA48445/)
http://cloud.steampowered.com/ugc/614967448829273608/607D8B25C31ACDBA5EF39251283EC5984321B713/ (http://cloud.steampowered.com/ugc/614967448829273608/607D8B25C31ACDBA5EF39251283EC5984321B713/)
Here's what it's supposed to look like:
http://cloud.steampowered.com/ugc/614967448829387511/07F6955C237ADBC1E0B2F18DF9EE03E79912C0BB/ (http://cloud.steampowered.com/ugc/614967448829387511/07F6955C237ADBC1E0B2F18DF9EE03E79912C0BB/)
http://cloud.steampowered.com/ugc/614967448829389058/F181767027A5AD39A5EF174A6675EDAC2D30A522/ (http://cloud.steampowered.com/ugc/614967448829389058/F181767027A5AD39A5EF174A6675EDAC2D30A522/)
Now, listing things I've done:
Alt + P just reports misc. keyvalue errors, namely gmod_allowphysgun
Interlopers reports a Zero Area Child Patch but no location of it.
Deleting the 3D skybox sets the lighting correctly (see second set of images)
Compile options on VRAD: -LargeDispSampleRadius -softsun 2 -textureshadows -StaticPropPolys -noskyboxrecurseReplacing the skybox from version 1 of the original tnb map to version 2's skybox worked for a bit, but now back to square one
Ensured there was no light_environment in the skybox (there's one in the actual world area)
Compile log:
================== VBSP ==================
materialPath: c:\program files (x86)\steam\steamapps\mike086\half-life 2 episode two\ep2\materials
Loading C:\Users\KFrohman\Documents\rp_city45_catalyst_x1c.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\mike086\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/rp_city45_catalyst_x1c/nature/blenddirtgrass001a_wvt_patch
Patching WVT material: maps/rp_city45_catalyst_x1c/nature/canal_reeds_wvt_patch
Patching WVT material: maps/rp_city45_catalyst_x1c/nature/blendgrassdirt01_wvt_patch
Patching WVT material: maps/rp_city45_catalyst_x1c/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1086 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Users\KFrohman\Documents\rp_city45_catalyst_x1c.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_04_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_04_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (2248512 bytes)
Error! prop_static using model "models/props_c17/furniturecouch001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturecouch001a.mdl"!
Error! prop_static using model "models/props_rooftop/sign_letter_h001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_rooftop/sign_letter_h001.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9Material NATURE/CANAL_REEDS uses unknown detail object type canal_reeds!
Material NATURE/CANAL_REEDS uses unknown detail object type canal_reeds!
Material NATURE/CANAL_REEDS uses unknown detail object type canal_reeds!
Material NATURE/CANAL_REEDS uses unknown detail object type canal_reeds!
...10
Compacting texture/material tables...
Reduced 15616 texinfos to 7088
Reduced 1830 texdatas to 1283 (105589 bytes to 73846)
Writing C:\Users\KFrohman\Documents\rp_city45_catalyst_x1c.bsp
18 seconds elapsed
================== VVIS ==================
8 threads
reading c:\users\kfrohman\documents\rp_city45_catalyst_x1c.bsp
reading c:\users\kfrohman\documents\rp_city45_catalyst_x1c.prt
2658 portalclusters
6368 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 3382 visible clusters (0.00%)
Total clusters visible: 504117
Average clusters visible: 189
Building PAS...
Average clusters audible: 741
visdatasize:642795 compressed from 1786176
writing c:\users\kfrohman\documents\rp_city45_catalyst_x1c.bsp
5 minutes, 11 seconds elapsed
================== VRAD ==================
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\users\kfrohman\documents\rp_city45_catalyst_x1c.bsp
24992 faces
1 degenerate faces
2590395 square feet [373016960.00 square inches]
9 Displacements
16068 Square Feet [2313824.25 Square Inches]
24991 patches before subdivision
zero area child patch
zero area child patch
275241 patches after subdivision
1309 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 30633938, max 1411
transfer lists: 233.7 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(795667, 670166, 391042)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(131792, 98147, 46843)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(30526, 20922, 8237)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(8518, 5465, 1811)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2754, 1659, 470)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(968, 547, 134)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(361, 191, 41)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(140, 69, 13)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(56, 26, 5)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(23, 10, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(10, 4, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(4, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0849 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
744 of 756 (98% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 302/1024 14496/49152 (29.5%)
brushes 6118/8192 73416/98304 (74.7%)
brushsides 43429/65536 347432/524288 (66.3%)
planes 24392/65536 487840/1310720 (37.2%)
vertexes 41454/65536 497448/786432 (63.3%)
nodes 9997/65536 319904/2097152 (15.3%)
texinfos 7088/12288 510336/884736 (57.7%)
texdata 1283/2048 41056/65536 (62.6%)
dispinfos 9/0 1584/0 ( 0.0%)
disp_verts 865/0 17300/0 ( 0.0%)
disp_tris 1440/0 2880/0 ( 0.0%)
disp_lmsamples 39814/0 39814/0 ( 0.0%)
faces 24992/65536 1399552/3670016 (38.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 17621/65536 986776/3670016 (26.9%)
leaves 10300/65536 329600/2097152 (15.7%)
leaffaces 30712/65536 61424/131072 (46.9%)
leafbrushes 13904/65536 27808/131072 (21.2%)
areas 32/256 256/2048 (12.5%)
surfedges 191718/512000 766872/2048000 (37.4%)
edges 117583/256000 470332/1024000 (45.9%)
LDR worldlights 1309/8192 115192/720896 (16.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2175/32768 21750/327680 ( 6.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 41130/65536 82260/131072 (62.8%)
cubemapsamples 129/1024 2064/16384 (12.6%)
overlays 85/512 29920/180224 (16.6%)
LDR lightdata [variable] 15002272/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 642795/16777216 ( 3.8%)
entdata [variable] 608708/393216 (154.8%) VERY FULL!
LDR ambient table 10300/65536 41200/262144 (15.7%)
HDR ambient table 10300/65536 41200/262144 (15.7%)
LDR leaf ambient 34548/65536 967344/1835008 (52.7%)
HDR leaf ambient 10300/65536 288400/1835008 (15.7%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/93260 ( 0.0%)
pakfile [variable] 14268348/0 ( 0.0%)
physics [variable] 2248512/4194304 (53.6%)
physics terrain [variable] 2463/1048576 ( 0.2%)
Level flags = 0
Total triangle count: 70774
Writing c:\users\kfrohman\documents\rp_city45_catalyst_x1c.bsp
3 minutes, 15 seconds elapsed
I hope I can get this sorted because it's starting to do my head in, mapper OCD and whatnot.
Feel free to ask questions if you need info. Hopefully I stuck this in the right place.
Should probably mention that the gammy lighting areas are only surface lit - that is, I could walk in there and my viewmodel won't adjust for the change in light, and I could place models in there that would simply act as if they are in shadow (like they're supposed to be).
He who guides me to permanently fix this shall have a place on the credits texture.
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Well you don't have to fix it, what about adding a skylight so that it makes sense on the first picture?
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Well you don't have to fix it, what about adding a skylight so that it makes sense on the first picture?
That doesn't solve the problem does it. And yes I do have to fix it because otherwise my OCD will kill me.